![]() |
#51
|
|||
|
|||
![]()
I wasn't saying about them giving the code away, but just provide an AI SDK or a script mechanism similar with the one for missions in order to overwrite AI functions.
|
#52
|
|||
|
|||
![]()
I'm going to sticky this thread for a few days. Give it some time for response from other members that are very interested in this topic.
Last edited by nearmiss; 09-09-2011 at 08:23 PM. |
#53
|
|||
|
|||
![]()
Interesting insights Buddye, thanks for that.
It looks to me, as someone who has no idea of how these things really work, that you have a set of potential manouvres that are triggered by where the planes are in relation to each other and what their individual state is (damage, speed, skill level etc.) With variations in how well the manouvres are carried out also based on the planes individual state, but with some randomness thrown in as well. In laymans terms, that would mean the more of those manouvre routines you have, and the more often the game re-calculates which routine is required under the changing circumstances, the better. What a nightmare lol ![]() And by that I mean, where do you set the point at which the game still remains playable and all your computing power doesn't get chewed up by calculating what the AI should do? It's always got to be a compromise. But even so, it's hard to accept that some of the behaviour we see in Cliffs Of Dover is the unavoidable result of making compromises to work within those fundamental computational limits. It could be done better, right? There are ways to make the AI conform to at least a basic set of player expectations aren't there? And if those expectations were conveyed to the developers they wouldn't be too difficult to meet, would they? Just asking for your opinion based on your understanding of what's involved and what you've seen of Cliffs Of Dover in it's current state. I know you've already said the AI could be worked on endlessly and that the developers couldn't afford to do that, just wondering how far you think they might be able to get. Last edited by Les; 09-09-2011 at 07:05 PM. |
#54
|
|||
|
|||
![]() Quote:
__________________
Intel I5 2500K Quad Core 3,3Ghz ATI Radeon HD 6850 4GB DDR2 SDRAM Windows 7 64 bit Track IR4 + Track Clip Pro |
#55
|
||||
|
||||
![]() Quote:
![]()
__________________
MSI GT70 0NE-467UK ONE i7 3630M CPU (4 Core, 8 Threads) NVIDIA GTX 680M 4GB GDDR5 Graphics - (314.22 drivers) 16GB RAM DDR3 Track IR4 MSFFB2 Joystick Win 8 64 Bit Home |
#56
|
|||
|
|||
![]() Quote:
|
#57
|
|||
|
|||
![]() Quote:
![]() |
#58
|
|||
|
|||
![]() Quote:
Quote:
Quote:
Last edited by buddye; 09-09-2011 at 08:46 PM. |
#59
|
|||
|
|||
![]()
How difficult might it be to remove the flaws which make it obvious that the plane is flown by AI? E.g. the dithering you see when they can't decide which way to break.
It seems to me that there are two levels of AI improvement for CoD: the first would be to remove these aspects which really break immersion because you instantly realise that the plane is AI-flown. The second would be to turn an AI plane into a tactically strong opponent. I hope we get some dev involvement in this thread in particular. I think CoD is heading in the right direction, especially after the last patch, but there seems to be a lot of community expertise that could be tapped. Thanks for sharing the document, buddye. |
#60
|
|||
|
|||
![]() Quote:
I have spent hours and hours historically researching this campaign and thats what 'offline' campaigns are all about - fully historical or semi-historical campaigns that really put you in the 'drivers seat' re-creating what our forefathers (on both sides) actually did! For me personally, the immersion is far better than an 'Online Campaign', although I do enjoy battling with my sons on 'Online campaigns' occasionally. This flight sim has put the air war during WWII firmly on the map (around the world). Ilya and his team will eventually fix the AI situation (I really can't understand why they haven't followed the programming in IL-2 Sturmovik 1946 which got it fairly right! Hello Ilya?) This is what Oleg really created in IL-2 Sturmovik, an awareness about what really happened in the air war during WWII. He will always be remembered for this (I hope you are still out there Oleg?) Finally, the more and more I immerse myself in creating my 'Offline' campaigns in COD, the more and more I really like what the team has tryed to create - eventually (with the help of lots of very intelligent members input) this flight sim will be the leading flight sim. Ilya will then develop a 'Korean War' flight sim then onto 'Vietnam', my personal era. DFLion P.S. I was very sad to hear about the crash of the Yak42 with a Russian Ice Hockey team aboard. I was very glad to hear that the Russian President will be looking very closely at Russian Aviation following this crash. The 'Ruski's' have some of the best aircraft designers in the world, they just have to get their act together with Civil Aviation in Russia! DFLion |
![]() |
|
|